AIGIINA NO YOGEN - FROM THE LEGEND OF BALUBALOUK Translation by Psyklax v1.1 (20170627) CONTENTS 1. Intro 2. Changes 3. ROM Information 4. Background 5. Gameplay 6. Final Thoughts 7. Credits INTRO This is a 100% English translation of Aigiina no Yogen - From The Legend of Balubalouk. The introduction, title screen, password system and all non-player character dialogue has been translated, and the originally English ending has been corrected to fix errors in spelling, vocabulary and grammar. CHANGES - INTRODUCTION Changed from 8x16 to 8x8 text Made the text scroll 50% slower (there was too much new English text to comfortably read at the normal speed) - TITLE SCREEN Translated the title Translated Vic Tokai's logo - PASSWORD SCREENS Translated the 'oracle's' dialogue, including a line that read (in English) "I LONG FOR YOUR ANOTHER CHALLENGE" - NPC DIALOGUE Changed text window from 16x3 to 20x3 Used DTE routine to compress text - ENDING Corrected various spelling, vocabulary and grammar items (originally written in English) - VERSION 1.1 CHANGES Added an apostrophe when you buy a magic key from a merchant Translated Vic Tokai's logo in the ending ROM INFORMATION GoodNES name: Aigiina no Yogen - From The Legend of Balubalouk (J) [!].nes CRC32: 04FC4764 BACKGROUND Originally released on 21 November 1986, Aighina's Prophecy is an arcade-style action game by Vic Tokai, intended as a sequel to Baluba-Louk No Densetsu, which was only released in the arcade. It is among the first Famicom games to make use of large amounts of Japanese text, thanks to the use of memory management controller (MMC) chips to get around the limitations of Famicom hardware. This Famicom version never saw an English language release. An English prototype was apparently found, but it was never dumped to a ROM file and the whereabouts of the cartridge appear to be unknown at time of writing, so its existence is questionable. Interestingly, the game was released in Europe on the Commodore 64, in English, and it plays in a similar fashion to the Famicom version. However, although the English translation was useful to help with a few lines, I generally ignored it in favour of translating from the original language myself. The main reasons were that I couldn't find all of the text equivalents in the disk file that I used, and I couldn't seem to get the game working in emulation: the scrolling didn't work properly, and I couldn't figure out how to solve the problem. GAMEPLAY For first time players the game seems confusing, but play is relatively simple. The player hits platforms from beneath, revealing a two-way gun weapon. The player can then jump when standing on the weapon, causing it to fire and kill any enemies nearby. You can jump higher by holding up then jumping with A (this is essential at points in the game). You can find items which you pick up using down+A. Items include a weapon that shoots everything in sight, a ball that defends you from enemies, and temporary invulnerability. You can activate these weapons by pressing A+B. You can also collect keys to open chests, and money to pay merchants and translators. The latter will read ancient documents and stone tablets found in the chests. These can provide very useful information, but often tell you nothing special - and occasionally are complete nonsense. Each room is passed by killing 10 enemies and walking through the exit: the exit will then stay open forever (this is useful because you may need to return to different places). The ultimate goal is to find the five pieces of the Aura star, which are all hidden in secret rooms. How to find those rooms is the real challenge of the game, but the documents and tablets you find may help you locate them. FINAL THOUGHTS This was by far the most hack-heavy game I've worked on thus far. Not only did I use Dual Tile Encoding to get around the problem of a lack of ROM space - often an issue on early NES/Famicom titles like this - but I also helped the screen space issue by forcing the game to use 20 characters per line in the NPC dialogues, instead of 16. It's a natural number for a computer, but this game used two lines in memory for each line: the top line is used for furigana (the marks above kana that say if the character is voiced, so 'ka' becomes 'ga' etc). I just took four of those bytes and reshuffled everything so I could fit four more bytes of text per line. Of course I had to stretch the text window, and do some hacking for displaying new lines, but that's just how it goes. The intro was interesting because it was quite easy to get it to display 8x8 instead of 8x16 (though I racked my brain to figure it out). Once I had that I just slowed it down 50% so you can read the text, because at the original speed it flies by - hardly surprising since the original was 8x16, therefore had half as much text per line (sort of). The ending was easy to fix because it was already in English and didn't require any special attention, but there were plenty of errors for me to fix - and even some bad alignment issues. Now it looks more or less correct. The more I hack, the more I realise that almost anything is possible, and you shouldn't give up just because it looks difficult. There were times when I almost gave up with certain aspects of this, but perseverance got me through in the end. As for the game itself, it's quite fun when you get into it, and if you can collect enough keys then be sure to check out all the manuscripts you can. Some are a bit weird. (I now know who Yoko Minamino is...) Enjoy the translation, and hopefully this will lead to even better ones in future! Tools I used for this translation: HxD (general hex editing) WindHex32 EX (checking/touching up text) Tile Molester (graphics) Pointer Tables (dumping/inserting text) DTE-Opt (making DTE table) GIMP (making the title screen) Other games I used for this translation: Final Fantasy (font) Conflict (Vic Tokai's logo) Psyklax http://s346165667.websitehome.co.uk/psyktrans/